Fix namespaces and optimize imports (#1651)

* Fix namespaces and optimize imports

* Cleanup fixes

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes
This commit is contained in:
DrSmugleaf
2020-08-13 14:40:27 +02:00
committed by GitHub
parent 05a76d55f7
commit 4a8ed41e3a
500 changed files with 1044 additions and 1557 deletions

View File

@@ -1,15 +1,11 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
@@ -275,9 +271,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
/// <param name="entity"></param>
private void HandleEntityAdd(IEntity entity)
{
if (entity.Deleted ||
if (entity.Deleted ||
_lastKnownPositions.ContainsKey(entity) ||
!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
!PathfindingNode.IsRelevant(entity, collidableComponent))
{
return;
@@ -315,23 +311,23 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
private void HandleEntityMove(MoveEvent moveEvent)
{
// If we've moved to space or the likes then remove us.
if (moveEvent.Sender.Deleted ||
if (moveEvent.Sender.Deleted ||
!moveEvent.Sender.TryGetComponent(out ICollidableComponent collidableComponent) ||
!PathfindingNode.IsRelevant(moveEvent.Sender, collidableComponent))
{
HandleEntityRemove(moveEvent.Sender);
return;
}
// Memory leak protection until grid parenting confirmed fix / you REALLY need the performance
var gridBounds = _mapManager.GetGrid(moveEvent.Sender.Transform.GridID).WorldBounds;
if (!gridBounds.Contains(moveEvent.Sender.Transform.WorldPosition))
{
HandleEntityRemove(moveEvent.Sender);
return;
}
// If we move from space to a grid we may need to start tracking it.
if (!_lastKnownPositions.TryGetValue(moveEvent.Sender, out var oldNode))
{
@@ -342,7 +338,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
if (oldNode == null || oldNode.TileRef == newTile)
{
return;